Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - EveryZig

Pages: 1 ... 95 96 [97] 98 99 ... 117
1441
DF Dwarf Mode Discussion / Re: How do I make gigantic caverns?
« on: May 05, 2011, 06:15:57 am »
I always set "cavern oapenness" to 100 in the worldgen settings. My current fort has the first cavern level be 19 z levels high (that is unusually large even for 100 openness, but still.) And yes, there is lots of awesome looking open space.

1442
DF Dwarf Mode Discussion / Re: Cube Fortress Challenge
« on: May 04, 2011, 07:18:22 pm »
Is there any way to create farm plots on constructed tiles, or will these fortresses have to be touching the ground?

You could always have your sphere be in a valley that you mined out of the surrounding ground.

1443
DF Dwarf Mode Discussion / Re: copper...
« on: May 04, 2011, 07:16:46 pm »
Booze doesn't explode, it only lightly boils, softly cascading your opponent in a shrouded scent of fresh dwarven wine.
So tragic :(
I thought some forts were ended when the embark wagon was immediately hit by a fireball (from a fire imp) and exploded, though? Was that just in earlier versions?

1444
DF Dwarf Mode Discussion / Re: Do you build or mine out your rooms?
« on: May 04, 2011, 07:14:52 pm »
It all depends on what your aiming for in a fort. But mining is much quicker. It can lead to having annoying (for me anyway) veins of random metal ruining your otherwise perfectly laid out housing estate though.
I find the ore veins pretty >.> (and room value is good too.)

1445
DF Dwarf Mode Discussion / Re: copper...
« on: May 04, 2011, 07:02:11 pm »
You need 2 military dwarves, THEN you can face off anything.
Except for 360-stun-dust FBs. Those ones you need to spike or cave in.

On a tangentially related note, with FBs or HFS made of fire, can you kill them by leaving a barrel of booze in their path and laughing as their heat makes it explode? (I had a flame FB once, but it got stuck in my sewer so I never got a chance to try this).

1446
DF Dwarf Mode Discussion / Re: Silver in weapon traps
« on: May 04, 2011, 05:27:13 pm »
All of them.  I like my weapon traps to be a variable swiss army knife of weapons flying at critters.

I do tend to use silver spiked balls but I find silver warhammers work a lot better if I want to kill as the spiked balls tend to just wound while the hammer shatters.
Huh, I had figured that the three attacks would work out better. Good to know about the hammers.

1447
DF Dwarf Mode Discussion / Re: Cube Fortress Challenge
« on: May 04, 2011, 05:23:38 pm »
Of course, you could switch the farms and stockpiles, or remove the kitchen. More complete designs might also have a..."population control" mechanism, but I'm doing this from memory.
By "Population Control" you mean mamga level, yes?

If you use a hall of repeating spikes for pop control, you could have room for them in the 5x5 if you ditched the kitchen and moved your stockpiles to most of the farm level (you need less than one square of farm per dwarf if you have a proficient or better grower)

1448
DF Dwarf Mode Discussion / Re: catching the olm men.
« on: May 04, 2011, 04:49:42 pm »
I once tried to capture Antmen, but they all just wandered around happily as though they had [TRAPAVOID], although I couldn't find it in their raws.
They might have been friendly rather than enemies. That happens sometimes with the underground animalmen.

1449
DF Dwarf Mode Discussion / Re: copper...
« on: May 04, 2011, 04:36:07 pm »
It never ceases to amaze me how much people focus on the military. You don't really need more than 1 military dwarf. Your defenses should work without a military. It's really not that hard to do.
Less !!Fun!! that way. And if seiges get stuck (as they tend to do), you need to have someone go get rid of them.

1450
DF Dwarf Mode Discussion / Re: Military filled with 100% hot air
« on: May 04, 2011, 04:34:46 pm »
Yeah its true, while having well trained and equipped troops is nice, its just marginally better than having waves upon waves of nonskilled dwarves who do not have large families or groups of friends.  There is plenty of rock to make coffins from, and the equipment of the fallen can be cycled back into service.

You go into battle with three bolts. Pick up the crossbow of the nearest dead comrade and fight the goblin scum! Any who retreat a tile will be shot!

- From the battle of Uristgrad

1451
DF Dwarf Mode Discussion / Re: Quick question about evil biomes
« on: May 04, 2011, 03:59:25 pm »
If you're specifically wanting werewolves, harpies and such, I believe that Terrrifying biomes are the way to go.
They are really just wolfmen for now. Actual werewolves are promised in the next update (at least the infectious part, maybe not the silver part). [Can you tell I am excited for that update?]

1452
DF Dwarf Mode Discussion / Re: copper...
« on: May 04, 2011, 03:56:52 pm »
Blunt weapons are rather pointless (pun intended). Anything below full iron armour doesn't warrant specialised can openers, copper spears will do at least as well - and they're somewhat useful against beasts. Since many invaders will have exposed limbs, picks are a decent compromise.
If you want blunt weapons for flavour reasons, all non-adamantine materials seem about equal in usefulness. There are reproducable differences, but they seem to be both minor and complex (what's best may depend on wielder stats, exact weapon and victim. For example, silver often seemed ahead against armour but behind against unarmoured opponents)
I have fount that in 10 v 10 teams of dwarfs, silver warhemmers still to about as well as (and in some tests, slightly better than) addy battle axes in fights between unarmored grandmaster dwarfs.

Regarding shields: I don't understand the mechanics behind blocking, but in my tests adamantine shields were better than other metals which were better than wood. I'm not at all sure that copper is particularly desirable.

Against what weapons? In my tests heavier shields did better, but it may be weapon dependent

1453
DF Dwarf Mode Discussion / Re: copper...
« on: May 04, 2011, 06:05:25 am »
The silver spear is not that great in combat but can be put in a weapon trap as an extremely valuable decoration.

There is one thing that copper does best out of all unmodded metals: Shields. (Heavier shields are more effective in combat and copper is the heaviest metal you can make shields out of without moods.

1454
I made a 10+ level dodge trap just so I could harvest the splattered organs and bones of invaders.

1455
DF Dwarf Mode Discussion / Multiple Fortifications
« on: May 03, 2011, 12:52:55 pm »
Can dwarves shoot through multiple fortifications in a row? When I try the following my dwarfs will not shoot.

D : dwarf
# : Fortification
g : goblin

   ##
D ##      g
   ##

Pages: 1 ... 95 96 [97] 98 99 ... 117